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COST
- Same cost a Horthol for a leader and five grunts. No min/MAX, just a fixed size.

WEAPONS
- They have P+S 11 axes. These axes can either be used in melee (no reach) or they can be thrown a number of inches equal to their COST +1.

ABILITIES
- They have Advanced Deployment.
- They have Pathfinder.
- They have Tough.
- They have Hunter.
- They have Assault as an order. (See Wolf Riders)
- They have Prowl. (See Skinner)
- They have Gang. (See Kayazy)
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Janissa Stonetide
Trollblood Trollkin Runeshaper Solo

ABILITIES
- Has Tough.
- Has Steady.
- Can place a Rock Wall template completely within 5" of her as a *Action.
- Has Pathfinder.
- Has Force Lock. (See Retribution Gorgon)
- Has a *Action which causes enemy models within 3" of her to be pushed 3" towards a table edge of her choice (named "Tectonic Shift").
- Has Rock Hammer. (See Runeshapers)
- Leadership [Runeshapers]: Runeshapers within her CMD range gain Force Lock.
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Fennblade Officer and Drummer
Trollblood Fennblade Unit Attachment

Will her wall have a 'must place this rock wall at least 3" away from another rock wall? Or will Gunnbjorn and she be droppin' a moving wedge of rock armor/anti-melee-ness for Wrongeye and Snapjaw, Mulg, EBDT, or any number of nasties to advance forward within...

My avatar is a pic of me from my USAF days. Can you guess who my favorite Troll Warlock is?

I'm really into the fluff of the Iron Kingdoms (the reason I play Trollbloods). It would be awesome if someone could get a quote like they did with Gunnbjorn on this guy (and/or Jannisa), if at all possible.

Rule-wise: Janissa, Scouts, and the Fenn UA are already must-haves for me.

Reason I ask is because guys like the Kriel Warrior Standard Bearer and Reeves of Orboros Standard Bearer don't have the same rules as the other guys in their units.

What is the standard bearer missing other than CMA?

As for vengeance, it does not need to be printed on the UAs card for them to get it. The ability specifically states that the movement/attack is granted to every model in the unit - and that would include attached models. It is the same as the KWs prayers. The Prayers might not be printed on the UA and the WA - but the effects apply to them as well when used.

So whether or not Vengeance is printed on the standard bearer's card he gets to follow the unit screaming profanities at the enemy!

As for vengeance, it does not need to be printed on the UAs card for them to get it. The ability specifically states that the movement/attack is granted to every model in the unit - and that would include attached models.

Okay, not a tar pit exactly in terms of length, but a round 2 burrower charge, as many know, can wreck the flow of an enemy's advance and do significant damage. The remaining burrowers are still DEF 13, with tough, and are right in the enemy's face, so they perform a similar role to a tar pit, but for a shorter time, and for a similar cost, oh and don't take losses before going in. This can allow units to get setup behind them to attack, with far fewer losses than trying to get KW up there.

Yeah, a Kriel Warrior Character Solo would be great, something that reduces the need for some of the generalist Troll solo buffs, in exchange for a straight KW buff.

Although, these new book options will definitely support KW in their own way, and the KW make an effective screen when needed.

The difference between a DEF 13 ARM 12 model and a DEF 12 ARM 15 model is pretty insignificant as regards tarpitting. One is harder to hit, one is harder to kill. It tends to balance out (a MAT 6 POW 10 models kills them both about the same. Add P+S, and the burrowers are better, add MAT and the kriel warriors are better, though as MAT goes up P+S tends to as well). The main factor is that they are both tough.

But people will insist that burrowers aren't a good tarpit. It doesn't really matter. Those who know it works will use them, those who don't, won't.

KW are fine, but Fennblades just got nuts. Fine has a hard time beating Nuts in list construction. Plus Reach has so many advantages over non-reach ragarding overall threat (typing up multiple models) and tarpitting (one model can lock down more enemy models, even if it is -1 ARM and 33% less likely to retain its melee range).

EDIT: What Tactics could a Kriel Warrior solo grant to make them that much better? Unless they make another giant mistake like Kovnik Joe, its limited to things like Pathfinder, Reform, Hunter and the like. Reform would make me consider them, depending on the cost and viability of the solo.

Why? Fennblades lock down more area, present the same physical barrier when tough, and lack a single, nearly meaningless ARM. The only thing you gain with Kriel warriors as a tarpit is that 33% of the time you retain thier low DEF and melee range, which is a nice advantage, but can easily be considered a poor trade off for reach and better MAT and P+S on freestrikes.

As to the base size, that is a small consideration. If you are in the way, you are in the way. Sure, you need maybe one or two more models for the same coverage, but this is a unit of 10 we are talking about, so one or two more models shouldn't be that big a deal, especially since you lose no burrowers on the way in. The main issue is the lack of power on the Freestrikes (effective MAT 6 vs MAT 7 is significant), but neither hits hard enough to deter warnouns.

EDIT: What Tactics could a Kriel Warrior solo grant to make them that much better? Unless they make another giant mistake like Kovnik Joe, its limited to things like Pathfinder, Reform, Hunter and the like. Reform would make me consider them, depending on the cost and viability of the solo.

I don't think the Kriel Warriors need anything. I find that they are a very flexible unit that can be fielded in a couple varieties and can do some things that other similar units cannot do.

They are stupidly cheap for the unit, so if you need some bodies they are easy to fit.

They have more armor than other tarpit units like fennblades. When you add in the krielstone they hit a nice arm-17, which is just enough to make a fair difference in survivability against most infantry and a lot of light small-arms. And while they don't have reach they do have more models in the full unit, 3 of which can have reach, which allows them to clog more board space and better hold back the enemy. It depends on what you are doing - but that can be a big deal for a tarpit style unit.

Then they have Cabers, which are a stupidly mean weapon attachment. For just 7 points you can get a min unit and 3 cabers. That is a nice 9-model unit with the capability for some very nasty hitting power. As a buffing faction we can make Cabers do some obscene things. I think a lot of people really undervalue just how good Cabers are.

I am not saying that they are a better unit than the Fennblades, cuz I don't really think they are competing for the same function.